Everything is super polished and feels great :) The art and animations are just perfect, and I like the main mechanic. It has a lot of potential. The controls feel precise and satisfying and I'm loving the music too.
Good job
Omg, I really enjoyed this one. The cutscenes are peak. I'm giving 5 stars to fun and visuals for sure. Good sense of humour and bosses are fun and fast. I also liked a lot the reloading mechanic twist.
Congratulations XD got some laughters from me.
If you have some time before the deadline, feel free to play and rate our entry. That would be awesome :)
Good game! Definitely deserves more reviews. I like the art a lot. It's very tron, and very readable for gameplay purposes. I also liked the approach to the jam theme, and overall how the player is controlled. I liked the bosses too.
As feedback, I would put fences around the first arena. I think it would be more satisfying if you can focus on the boss here, and not in the environment to not fall, but at least you bring the player back with just a bit of hp punishment. And about the player controller, I liked it and it's satisfying but maybe reloading while you are still aiming can reduce the number of inputs and feel more accessible for newcomers?
Anyways, I liked it a lot and it deserves good rates. Hope you get more reviews before the deadline, and if you have some free time, it would be awesome if you could also play our entry!
Good game! I appreciate having the buffs description in the page so I can check the ones I didn't get. The player controls are responsive and satisfying to use, and the attack patterns are distinct and showing well the anticipation. The loop and flow state are there, which is always something hard to achieve :,) Good job!
As feedback, some of the bosses have attack patterns that are anticipated with very nice animations or behaviors, but the reaction time is too short. I think making the bosses stay in anticipation a bit more could make the bosses more satisfying :)
If you have some time, it would be great if you could also check our entry! I think you'll have a nice time :)
My favourite in terms of artstyle and especially animation of the 20 I could play from this jam. The concept is also very original and has potential. I like the brief pause when changing masks. It really helps in the tense situations of combat.
Congratulations! Liked the roguelike crash hah
If you have time and you want, you could check our game, that would be awesome! It's made with a lot of love. Thanks in advance!
Personally like the artsyle a lot. It's budget but works well, and I would like to see it in an environment using the same technique. About the combat, it would be great to add a defensive tool for the player, either block, dodge... to make the combat more dynamic.
Congratulations on the submission and if you have some time, feel free to give a try to our game! We could use your rating and feedback
You mention it's a demo and it may have bugs, but then everything is super polished, even menu transitions haha Said that, the soundtrack was too loud in my opinion compared to the rest, and though the systems are promising and I think you may be into something, it's a bit too difficult right now in my opinion. I liked the different characters, how they are unique and especially how you show that very clearly in the character selection screen with the tags. Also, attacks have their own animations and numbers going on and it feels like a solid product thanks to that. It's always clear what's happening in the combat.
Congratulations! If you have some spare time, feel free to try our little project and leave a comment too!
Hi! I like the design of the arm with the slot machine, sort of a diegetic UI. I would add collisions to the boss because sometimes you go through it and it's a bit confusing to realize the boss is now behind you,
Congratulations on your submission and it would be awesome if you could play and comment on ours too! We did our best to make something fun for people :)
Liked it! It had the adventure feeling thanks to the environments and soundtrack. I like some details a lot, like the swordfight with the forest master having cool steel against steel SFX. I also like the model of the main character and the enemies. I found cool how you guided players to the first boss with the track of blood. I had some issues finding the second one, so maybe doing something similar can work here? I think if the attack patterns showcase better how to avoid them, it can become a gem. One of my lucky discoveries from this jam, and I hope you get more ratings soon!
If you have some time, feel free to play and comment on our submission!
Liked my playthrough! It's not usual to have a tutorial level in jams, and I think this one was great to explain the basics in a playable way. Said that, the action was good, both player's kit and enemy bosses attack patterns. The gameplay loop felt well polished and it was a joy to go through the bosses. For the dealer, I think I would do something like limiting the number of items on sale every time you talk to him after a boss, to fight analysis paralysis when you open the shop and see all the different upgrades, and I would make the hub room smaller, so everything is on sight, but overall, very good job!
Liked my playthrough! It's not usual to have a tutorial level in jams, and I think this one was great to explain the basics in a playable way. Said that, the action was good, both player's kit and enemy bosses attack patterns. The gameplay loop felt well polished and it was a joy to go through the bosses. For the dealer, I think I would do something like limiting the number of items on sale every time you talk to him after a boss, to fight analysis paralysis when you open the shop and see all the different upgrades, and I would make the hub room smaller, so everything is on sight, but overall, very good job!
Liked playing it! The artstyle and how cohesive everything is in the visual side is the best part for me. In gameplay, I like the mechanic and the rythm approach, but I think the enemies are a bit too difficult to dodge while keeping the rythm. I would give more anticipation time to melee attacks, and slow down ranged attacks. I also like the SFX and soundtrack. Sets you in the mood immediately and complements well the rest of the package.
Said that, I think this has potential and I hope to see further versions of the project!
The graphics are amazing. How could you draw all of these cool images in 1 month omg. I'm jealous. Related to gameplay, I think I would simplify the combat parts and include the values in the hud all the time (When it's relevant) so you can make more informed decisions. But really good job!
It would be awesome if you could play our game too! Thanks in advance.
Enjoyed the bullet hell. I think the best points are that controlling the player is precise and satisfying and the progression tree offers meaningful decisions and whatever you pick, it feels very rewarding. It also feels like a solid package. Bullet hell patterns are also well balanced. On the other side, some bosses, starting from the fourth one, attack so much in a straight line that it's very hard to sneak some direct hits into them, making some fights feel very long.
Good job!
Enjoyed it quite a lot, couldn't stop coming for more. In my opinion:
- Loved the art and the sound. Overall, it captures really well the vibe.
- Liked the idea of the weel to make players adapt to different situations.
- Liked the attack patterns and it never felt unfair. Because of this, I kept trying again when I died.
- Personally, my biggest feedback is that I missed having some basic UI with a health bar or the number of hits I could take.
I really enjoyed the last bullet mechanics, congratulations! ^^ Was really satisfying to do that jump and the moment when I realised I could use the shoots in that way. Also liked the art style
Highlight when my last bullet moved an enemy out of my way HAH it was funny :)
Great job, my favourite of the jam for the moment
I did notice at the end yeah, and I think it's a cool way to show it to the player, but maybe some sparkling effect or something that makes the player click there when something is obtained should get better results. Yeah, the dash was a huge change. That feeling was only the first minutes, before I got it
Hey, liked the art style and the alchemy theme integrated in the gameplay. I think adding some anticipation clues to the spikes falling from the rooftop would be nice, to avoid unfair unexpected hits and maybe avoiding that grinding objective and make the goal different
Enjoyed it overall. Cognratulations on the solo dev project ^^
Hi! I enjoyed the game mood and aesthetic. Also had fun with the different enemies and metroidvania elements.
Even if I enjoyed it, I would maybe add some movement speed to the character, making it easier to navigate through the levels, and also adding some notifications with the controls for the different skills you unlock.
Great job and congratulations for the solodev project ^^